mmog

  • 网络大型多人在线游戏(Massively Multiplayer Online Game);多人线上游戏;大型网络游戏(Massive Multiplayer Online Game )

mmogmmog

mmog

大型多人在线游戏(Massively Multiplayer Online Game)

本作像其他大型多人在线游戏MMOG)一样,玩家需要连接到一个成千上万人共用的服务器中来进行游戏。但不同于其他的 …

多人线上游戏

线上游戏玩家大多还是偏好进行多人线上游戏(MMOG),其次则为电脑单机游戏,值得注意的是,电脑单机小游戏与网页型游戏 …

大型网络游戏(Massive Multiplayer Online Game )

游戏  “大型网络游戏”(MMOG)的概念浮出水面,网络游戏不再依托于单一的服务商和服务平台而存在,而是直接接入互联网…

多人线上游戏(Massively Multiplayer Online Games)

...时只有两种,但现在已经发展成可提供近30种被称为“MMOGMassively Multiplayer Online Games)”的游戏的市场,“而且 …

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Although MMOG evolves several decades, the security problems peculiar to MMOG which named cheating has not been entirely solved up to date. MMOG虽然经历了几十年的发展,其特有的安全问题——欺骗,迄今为止仍然没有完全解决。
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Unfortunately, the scale of MMOGs is beginning to reach the architectural limits of traditional databases. 不幸的是,MMOG的规模已经接近了传统数据库的体系结构极限。
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In an MMOG, literally hundreds of thousands of players are performing these updates constantly. 在MMOG中,会有成百上千的玩家不断地进行这些更新。
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Of these issues, content creation for single-instance MMOGs must be solved. 在这些问题之中,必须解决单实例MMOG的内容创建问题。
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To anyone who has worked on an MMOG, the key bottleneck is painfully obvious -- the link between the game server and the clients. 对于MMOG来说,关键瓶颈很明确——游戏服务器与客户机之间的链路。
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MMOGs are arguably one of the most complex technical endeavors that developers can currently undertake. 事实证明,MMOG是开发人员当前正在面对的最复杂的技术挑战之一。
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Finally, all MMOGs are topped off with the game's firewall and, of course, a connection to the Internet. 最后,所有MMOG都需要游戏防火墙和到互联网的连接。
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Regarding multiplayer online games and MMOGs, two different "patterns" are used to provide the multiplayer experience. 对于多玩家在线游戏和MMOG,使用两种不同的“模式”来提供多玩家体验。
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The architecture and design of an MMO can dramatically impact the cost of operating an MMOG. MMO的体系结构和设计方式将严重影响运营MMOG的成本。
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Tiered- or shard-based MMOGs use dozens or hundreds of copies of the game world to support the massive number of players. 分层型或分片型MMOG使用游戏世界的数十甚至数百个拷贝来支持数量庞大的玩家。
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Generally, MMOGs utilize the same database technology as banks, insurance companies, trading desks, and medical records systems. 一般情况下,MMOG使用与银行、金融公司、交易所和医疗记录系统相同的数据库技术。
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From a business perspective, an MMOG developer and publisher charge for subscriptions to an Internet-enabled service. 从业务的角度来看,MMOG开发商和发行商对互联网服务的收入进行分成。
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EVE Online is a massive multiplayer online game (MMOG) set in a science-fiction based, persistent world. 在线前夕是一个大型多人在线游戏(MMOG),载于科幻小说中的,持久的世界。
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Oddly enough, the same techniques used to size a new freeway system can be used to size an MMOG. 有意思的是,对新的高速公路系统进行规模评估所用的技术也可以应用于MMOG。
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These companies are pioneering resolutions to the playability and technical issues with single-shard MMOGs. 这些公司率先尝试用单实例MMOG来解决可玩性和技术问题。
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Once this metric is found, you can use it as a factor to size the entire MMOG infrastructure. 找到指标之后,就可以用它来评估整个MMOG基础结构的规模。
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The updated anti-cheating measures in MMOG are cheat-proofing protocol and cheat-detection algorithm. MMOG中现有的反欺骗策略主要有防欺骗协议和欺骗检测两种。
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You've learned how to successfully solve one of the most risky and costly pieces of the MMOG puzzle. 规模评估是MMOG项目中最具风险而且对成本影响很大的部分,您已经学习了如何处理这个问题。
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When a person logs off from an MMOG, the persistent world of the game keeps running without that person in it. 当一个用户退出MMOG时,游戏的永恒世界仍然继续运行。
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Therefore, the study of cheating problems in MMOG has significant academic meaning and actual meaning. 因此对MMOG中欺骗问题的研究有着重大的理论意义和现实意义。
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However, even at a more easily understood level, various issues with MMOGs can make it difficult to know where to begin. 但是,即使在比较容易理解的层次上,MMOG涉及的各种问题也让人觉得不知道从哪里下手。
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The primary difference between persistent worlds and MMOGs is the audience. 永恒的世界与MMOG之间的主要差异是受众。
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World of Warcraft is a best-selling Massively Multiplayer Online Game (MMOG) set in Blizzard's Warcraft universe. 魔兽世界是一个最畅销的大型多人在线游戏(MMOG)在暴雪的魔兽宇宙集。
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Each shard in an MMOG is divided into three primary layers. MMOG中的每个片划分成三个主要的层。
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In general, sizing an MMOG starts with figuring out how large the global target user community will be. 一般来说,在估计MMOG的规模时,首先要估计游戏的全球目标用户社区会有多大。
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MMOGs represent ongoing costs after title release. MMOG在产品发布之后需要持续不断的费用支出。
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Thus far, this article has dodged the most important issue that impacts playability for multiplayer online games and MMOGs: latency. 到目前为止,本文一直回避了影响多玩家在线游戏和MMOG的可玩性的最重要的因素:延迟。
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Of course, the central issue to latency in MMOGs has been dodged, and that is the speed of the Internet. 当然,我们还是没有提到对MMOG中的延迟影响最大的因素——互联网的速度。
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To grow in the interactive entertainment industry, companies need to increase the number of players they can support in MMOGs. 公司若要在互动娱乐业发展,就必须提高MMOG所能支持的玩家数量。
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The massively multi-player online game (MMOG), which is nowadays a billion-dollar business, is a typical example of NVEs. 例如,具有上兆美元商机的巨量多人线上游戏(MassivelyMulti-playerOnlineGame,MMOG)就是网路虚拟环境的一个例子。